mp_teamcashawards 1 // Teams can earn money by performing in-game actions.mp_startmoney 800 // amount of money each player gets when they reset.mp_solid_teammates 1 // Determines whether teammates are solid or not.mp_roundtime_defuse 1.92 // How many minutes each round takes on defusal maps.mp_roundtime 1.92 // How many minutes each round takes.mp_round_restart_delay 5 // Number of seconds to delay before restarting a round after a win.mp_playerid_hold 0.25 // Number of seconds to keep showing old information in the status bar.mp_playerid_delay 0.5 // Number of seconds to delay showing information in the status bar.mp_playerid 0 // Controls what information player see in the status bar: 0 all names 1 team names 2 no names.mp_playercashawards 1 // Players can earn money by performing in-game actions.mp_molotovusedelay 0 // Number of seconds to delay before the molotov can be used after acquiring it.mp_maxrounds 30 // max number of rounds to play before server changes maps.mp_maxmoney 16000 // maximum amount of money allowed in a player's account.mp_match_end_restart 1 // At the end of the match, perform a restart instead of loading a new map.mp_match_can_clinch 1 // Can a team clinch and end the match by being so far ahead that the other team has no way to catching up.Values are: 0=off, 1=enemy, 2=teammate, 3=both) mp_limitteams 0 // Max # of players 1 team can have over another (0 disables check).mp_join_grace_time 30 // Number of seconds after round start to allow a player to join a game.mp_halftime_duration 15 // Number of seconds that halftime lasts.
mp_halftime 1 // Determines whether or not the match has a team-swapping halftime event.mp_friendlyfire 0 // Allows team members to injure other members of their team.mp_freezetime 12 // How many seconds to keep players frozen when the round starts.mp_free_armor 0 // Determines whether armor and helmet are given automatically.mp_force_pick_time 160 // The amount of time a player has on the team screen to make a selection before being auto-teamed.mp_forcecamera 1 // Restricts spectator modes for dead players.mp_do_warmup_period 1 // Whether or not to do a warmup period at the start of a match.
mp_defuser_allocation 0 // How to allocate defusers to CTs at start or round: 0=none, 1=random, 2=everyone.mp_death_drop_gun 1 // Which gun to drop on player death: 0=none, 1=best, 2=current or best.mp_death_drop_grenade 2 // Which grenade to drop on player death: 0=none, 1=best, 2=current or best.mp_death_drop_defuser 1 // Drop defuser on player death.mp_c4timer 40 // How long from when the C4 is armed until it blows.mp_buytime 15 // How many seconds after round start players can buy items for.mp_autokick 0 // Kick idle/team-killing players.mp_afterroundmoney 0 // amount of money awared to every player after each round.Range is from 0 - 1 (with 1 being damage equal to what is done to an enemy) ff_damage_reduction_grenade_self 1 // How much to damage a player does to himself with his own grenade.ff_damage_reduction_other 0.4 // How much to reduce damage done to teammates by things other than bullets and grenades.ff_damage_reduction_bullets 0.33 // How much to reduce damage done to teammates when shot.ff_damage_reduction_grenade 0.85 // How much to reduce damage done to teammates by a thrown grenade.cash_team_win_by_time_running_out_hostage 3250.cash_team_win_by_time_running_out_bomb 3250.cash_team_elimination_hostage_map_t 1000.cash_team_elimination_hostage_map_ct 2000.cash_team_loser_bonus_consecutive_rounds 500.